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realmofstories2020-11-01 04:00 pm
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Chapter 06: Act I
FRANKENHYDE: ACT I—
§ instructions.
Frankenhyde Act I is underway! This is the designated log for all Main Scenes. Others are free to create their own toplevels for the Sub Quests, which are detailed below. Each Main Scene has their own unique toplevel and those cast into the roles are to thread their scene under each. All scene instructions are provided in the toplevels.
A few reminders. The city's setting is steampunk themed, so while for the most part it follows ye old Victorian England style, you have a lot of Industrial accents and odd machines about, including small airships. There is a river, so ports and docks are available but although this place may seem large, it's actually a finite space. Sailing down the river will be an endless loop back to the start with fog being the only visible "boundary." Passing through this fog will them back to where they were. There are also numerous research labs and other buildings, but many of them are locked or sealed behind an invisible barrier so no one can enter. The "locals" are all blots, so they are more like living puppets that will have minimum response to anyone who tries to interact with them. Most are neutral, but will attack if provoked. There are also some that are immediately hostile, and are differentiated by the sparks of electricity they generate around their bodies. The "safe zone" for this campaign will be a designated apartment building. Everyone can either bunk together or choose their own room.
Finally, just to be clear, characters who are assigned roles will know beforehand and can either communicate with their partner beforehand or just wait until they're in the scene. To get to their scene, characters must enter a specially marked door in the apartment building to be transported into their scene. They will automatically return upon completion (or if something goes horribly horribly wrong). Threading all of that isn't necessary, but it's to help give a better idea that characters can take a break between scenes or wait a bit to help with other things like the Sub Quests.
Feel free to refer to the Game Notes for more detailed info as well as ask questions or clarifications.
§ sub quests.
Everyone is free to participate in the Sub Quests. There are no specific top levels, so you're free to incorporate them however you wish in your own top level.
¶ I. Help the Scientists. A lot of work needs to be done to help the research experiments be a success, some of it a bit more unsavory than the rest.
¶ II. Help the Locals. Like most damaged stories, the local townspeople are not real but Blots taking the form of the original residents. Most are friendly and continue about their lives without paying much attention to the Aspect and providing basic assistance or keeping out of their way. They do not speak but seem to understand if communicated to.
¶ III. Trick-or-Treat! It seems everyone came in time for Halloween. Although not quite as festive as current day, the children still participate in some lighthearted trick-or-treating. The Aspects are free to participate either in wearing costumes, doling out candy, or playing tricks, but they will want to keep an eye out. Some of these costumes appear too good, and some unfortunate accidents and incidents will reveal odd mutant experiments have escaped and mingled with the crowds. Most are not hostile and just cause accidents and disturbances, so they can be gathered and returned to the various research labs. Others may prove a bit more "bite-y" so more force may be necessary to subdue them.
¶ IV. Wildcard. Make up your own prompt!
§ instructions.
Frankenhyde Act I is underway! This is the designated log for all Main Scenes. Others are free to create their own toplevels for the Sub Quests, which are detailed below. Each Main Scene has their own unique toplevel and those cast into the roles are to thread their scene under each. All scene instructions are provided in the toplevels.
A few reminders. The city's setting is steampunk themed, so while for the most part it follows ye old Victorian England style, you have a lot of Industrial accents and odd machines about, including small airships. There is a river, so ports and docks are available but although this place may seem large, it's actually a finite space. Sailing down the river will be an endless loop back to the start with fog being the only visible "boundary." Passing through this fog will them back to where they were. There are also numerous research labs and other buildings, but many of them are locked or sealed behind an invisible barrier so no one can enter. The "locals" are all blots, so they are more like living puppets that will have minimum response to anyone who tries to interact with them. Most are neutral, but will attack if provoked. There are also some that are immediately hostile, and are differentiated by the sparks of electricity they generate around their bodies. The "safe zone" for this campaign will be a designated apartment building. Everyone can either bunk together or choose their own room.
Finally, just to be clear, characters who are assigned roles will know beforehand and can either communicate with their partner beforehand or just wait until they're in the scene. To get to their scene, characters must enter a specially marked door in the apartment building to be transported into their scene. They will automatically return upon completion (or if something goes horribly horribly wrong). Threading all of that isn't necessary, but it's to help give a better idea that characters can take a break between scenes or wait a bit to help with other things like the Sub Quests.
Feel free to refer to the Game Notes for more detailed info as well as ask questions or clarifications.
§ sub quests.
Everyone is free to participate in the Sub Quests. There are no specific top levels, so you're free to incorporate them however you wish in your own top level.

- Gather Ingredients.There are a lot of things that go into creating life, so cue the fetch quest. Items range from organs from wildlife to various plants and herbs to tools such as thread, needles, and large bolts. These items can be found throughout the town and outside of the forest and can be left at either of the buildings that is set for Frankenstein's and Jekyll's laboratories. Do note that no one except those who are cast for the scenes can go inside (there is an impenetrable barrier that will shock anyone who tries to enter).
- Bzzzzt. The scientists also need to generate a lot of electricity. Outside each laboratory are various generators used to harness and conduct electricity: lightning rods that can be attached anywhere, strange boxes that need to be powered, and even an odd looking metal ball that can be opened to physically capture lightning. Just be careful to not get shocked!

- Science Fair. There is a local science fair being held that anyone can participate in! Rewards...aren't that great, but it's the experience that matters. But as expected, things don't go smoothly as various experiments and projects go awry. With the technology as it is, this can be even more dangerous as more than one is dealing with explosive fuel or have way out-of-the-box inventions such as flying motorized bikes or small automaton of some kind.
- Dangerous Blots. There are some blots who are badly damaged by Erasers and are more prone to attack. Those that have small electric sparks around them will have jerky movements and must be subdued or destroyed. There are also real Erasers lurking about, taking the form of unidentifiable homunculus and small chimera.

¶ IV. Wildcard. Make up your own prompt!
Zidane Tribal | Final Fantasy IX | Aladdin
Not given a main role it seems, but they still had other things to do, Zidane's already looking for those other ways to help. Turned out, one of those ways was simple: gather ingredients. Problem was what some of those ingredients were. Not all of them were going to be found in town - some he'd actually probably have to try hunting for.
"Let's get this scavenger hunt going~!"
II. Helping the Scientists - But Not Really...
It was a thought at first really. If he was going to go out and about to gather ingredients for the scientists, there had to be a way to cut down on some travel times. Now, they're not exactly the same, but a lot of them did appear close to or similar enough to a small cargo ship in his world.
And, hey, if it helped them complete the story overall in the end, right?
... Time to get an airship.
III. Help the Locals - Dangerous Blots
He's not good with science-y stuff so he avoids helping out at the science fair - though, from a distance, he's probably come up with some of the same a few others participating do. Observations aside, there's something else he's keeping his eyes peeled for.
Apparently, the locals were blots and some of them were acting up. Messed up by some Erasers slinking around the crowds which he also had to look out for. Fine with him, but it did suck a few blots had to suffer for it.
IV. Wildcard
[OOC: Wildcard option. Thought about the Halloween prompt, but we'll roll with this selection for now. Totes PM me or shoot me a message on plurk
II Airship Time
And was likely why and how 76 had ended up looking over the airships, slipping on to one easily enough and keeping an eye on those within. Harmless as they seemed it just seemed far too easy for them to turn as well.
Even if he seemed to be milling about, he was looking for easiest access to the pilot's area. The sort of loose security that was even within the airship itself-
"Too easy doesn't sit well."
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Hanging upside down, he dropped down before 76 in a moment. He didn't expect anyone else to be attempting to get onboard the airship, and definitely not gramps, but he's totally cool with it. He only got to pilot the Prima Vista so many times in the past too that he'd been working out the details of piloting while getting this far... not that that had been difficult.
"Maybe they just don't care since it's still the beginning of the story. Nothing's really happening."
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"Even that is suspect." Not caring, it being so close to the beginning. He doubted the Erasers had that much thought in to their movements. Things could go south right at the start, when least expected. He'd seen it too many times to not be on alert of it.
Still.
"Be easy to use these things against us here, more so once they notice we are around the story."
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Arms behind his head, tail singing back and forth, Zidane hummed.
"Ah, so you were thinking maybe we should have one if that happened. I was only thinking about easing travel between the city and forest, but that works." Lowering his hands to his sheathed daggers, he nodded. "So, we wanna drop off the crew members before they get hostile, or keep 'em around? They might not care we took their ship if they're still onboard."
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"An advantage either way."
He eyed a few of the 'people' that were milling about, pulling the gloves he had on a little tighter, fingers flexing- "Think we see who will leave peacefully and go from there." Even if it was some little act of something going on, see how everyone acted.
"Take care of any that do go hostile in the process." As if they weren't the hostile party here with the mind to hijack.
no subject
"Alright. Then... to the pilot's cabin, ask them to leave once they find us, and knock out the opposition. Solid plan."
Unless he meant something else by 'take care', but Zidane would rather not.
no subject
Did glance to make sure no one else was coming on board before he was heading towards the pilot's cabin. No real resistance, like those others meant to be working on board really did not care at all that they were there. Didn't sit well with 76, but it wasn't about to stop him.
Just meant he was keeping in mind just where the blots were as he tested to door to the cabin and it
opened. Easily. Huh.
no subject
Uh... it was kinda creepy how preset all their actions seemed to be - the blots anyway - that they didn't care two hijackers were out in the open. Yeah, now he gets why the other guy thought this was a trap.
And when the door opened, his eyes narrowed. "... Is this where the net falls on us or we almost get arrested?"
no subject
Blots were still doing the checks, looking things over, and some were simply standing around as if they weren't sure what to do. Waiting. It was unsettling, and maybe it showed just how close this story was to simply not existing outside of the fact two of them were being smushed together. Didn't make any of it better.
His gaze settled back in to the cabin, feeling along the sides of the door frame for anything, even looking up and it all seemed clean. Clear- outside of the two pilots doing their routine checks of things just ahead. Not locked, even with them in there.
"Would be, if this were a trap." Too easy, far too easy. Was it... really just these blots not caring?
no subject
Was this the fault of the Story Eater? Well, screw him!
Scowling, he wasn't even going to wait. If a fight started it started, but he just... walked into the pilot cabin, wondering if that might finally get a reaction; and if not, time to get this ship up.
no subject
76 closed the cabin door behind them as the blots looked up- and then went back to their checks on controls.
He grunted, walking over to the co-pilot's seat and spinning it around. At least the blot looked startled at the sudden movement, but otherwise calmed again. He didn't know if tat was better or worse. "This thing ready to fly?" There was a nod from the co-pilot he'd spun around and some confirmation from the pilot himself.
... Helpful?
no subject
But now that they're inside, looking around the cabin, it really didn't have much more than he thought it would. Yeah, this was pretty standard set up for an airship, maybe a few more dials better suited for a larger craft, but no real issues should be had otherwise understanding it.
"Hmm... hopefully the engine holds up better." Not that they'd be immediately gunning it or anything, but just in case.
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AIRSHIP THEFT, gosh
Whatcha doing there?
[BUSTED.
...or is he??]
no subject
[He grins. What? He's not up to anything.]
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[Totally not doing anything sus here.]
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[Definitely not sus.]
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Then back to Zidane.
...back to the airships... then to Zidane...
and an eyebrow goes up.]
No, I don't think they do. They haven't noticed or cared if I walk around with them, only if the hostile ones attack do they do anything.
...but how are you gonna look around? [With a pointed look at the airships. SHE'S ON TO YOU, TAIL BOY.]
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[Because he's run into that on occasion. He finds it kinda weird.]
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[But hm... he's not crew, but...]
Are you gonna fly around, like the crew?
no subject
[His tail swishes.]
Eh, probably not. But hey, if the crew takes off while I'm on, why not?
no subject
...where do you think they're going? Because if there's a couple of us who are stowaways...
[You wanna steal an airship, Zidane?]
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I'd like a view over the town. We're here until the story's fixed so we better learn every way around.
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[With that she bounds right on up to him, and... goes a little past toward the airship before turning back to face him.]
Well? Come on!
no subject
[His tail wags as he follows her.]
Alright, let's go!
[Cuz his up for a dash past her if she wants to race.]